Showing posts with label Foundry. Show all posts
Showing posts with label Foundry. Show all posts

Monday, 25 October 2021

Battle of Langensalza: Part 2 - Getting started

Thanks for all the great appreciation shown for the First part in which I gave a bit of historical background, the scope of our game, and a lot about making the customised battlefield. In this part I will give the game context and briefs, orders of battle, opening dispositions and get the troops on the table.

Langensalza in full swing. Richard made us laugh and then took a sneaky photo! Of more interest than me is the magnetic map board behind me on which we tracked the opening off-field movement.
(Photo: Richard Newcombe)

The Armies

As I said in the first part, the Kronoscaf site has more or less all you need for Langensalza 1761. However it is short on actual numbers. I estimated that working on roughly one 28mm figure to 50 actual men should give us between 25 to 30 units per side which was more than enough for 2-3 wargamers per side in one day using "Honours of War" rules. That could represent up to 30,000 men per side. The Prussian force was said to be about 7000 men so should be around 140 figures and was maybe a quarter of the total Allied force. That was the only number I had to go on apart from the histories suggesting the Saxon Corps fluctuated around 10, 000 men, and there were supplementary French units I could call on for balance, such as a corps of Grenadiers. Probably the Saxons/French should be outnumbered (in Army Points anyway) but not by too much. 

HoW works best for us with standard size units of between 24 and 36 figures for infantry and 12 for cavalry: depending on how closely the figures are based we tolerate a width in line formation of 20-25cm for infantry or cavalry.  Anything bigger is a "Large" unit and anything smaller is "Small".  Therefore  (at my ground scale of 60cm = 1 km) the footprint on the table top is around 350 metres wide for a standard unit. So each unit would represent 2 to 3 battalions, or maybe two regiments of cavalry. Since regiments of cavalry could be anything from 2 to 5 squadrons I was not going to beat myself up about accuracy! Within the parameters I had set my aims became:

1. Make sure the overall balance of numbers was about right given we were allowing for all the forces on the Kronoscaf Orbat. Work out sensible "brigade" sizes to match the historical units and generals.

2. Ensure a balance of sizes and capabilities of units taking into account any supposed terrain advantages too. (To my eye although the bridges and marsh would slow the allies a lot, they had a lot of cavalry, and the Saxons did not have the numbers to defend the whole area so were potentially vulnerable to a breakthrough and surrounding as in the historical battle). I am aided in balancing orbats by my sliding scale of "Army Points" depending on size and quality - Inferior Trifling unit is 0.5 through Standard everything at 3 up to Large Superior on 5. I don't use the HoW rulebook system.

3. For the same reason give a balance of commander numbers and capabilities to ensure the right amount of tactical options and the chance of some fun for the players (Too many "Dithering" generals in HoW is not fun however realistic you think that might be!)

4. Use as many of the contributing wargamers' units intact as possible (especially the newly painted ones!) but don't be afraid to reduce them in size if required.

You can find all my documentation in the 18th Century Historical section of Downloads in the right hand side bar, or here Langensalza game documents. For the more casual reader here is a tabulation of the main features:


Maps and Deployments

Saxon/French
I started off by analysing what the account says about the Saxons and came up with a distribution of the generals and the wargame units which would put them in position at 0700 on the morning of 15th February 1761.  Those not on the table at the start were phased to come on at 0700, 0840, 0920 and 1000 in Areas D and E.

Saxon/French allowed deployment zones

Guy elected to put the Comte de Solm's elite troops just below the crest of the high ground NW of Langensalza, out of sight; one unit is poised to enter Langensalza town.  Major General de Borck's 2nd Brigade was in area B heading up towards Schonstedt to extent the line. The Royal Nassau Hussars were placed for good oversight of the Gross Gottern crossing points from near Schonstedt. Lt General de Stainville's large force was available to march on in the First move and was spread out South of the Judenberg with all the infantry to the left and the three cavalry units on the right flank. De Stainville's were commanded by Richard Newcombe, while Guy had most of the remainder of the Army. The C in C , the Marquis de Saint-Pern, was not yet available and would arrive along the Area D road with the Grenadier corps at 10 am game time  (Move 10 as I had decided on 20 minutes per Move).

Saxon/French actual deployments and arrival plans

Hanoverian/Hessian/Prussian Allies
The historical orbat gave the Allies a lot of generals which suited me fine. It meant I could build a hierarchy for swift action without relying too much on "Dashing" commanders. Instead I like using the HoW Lieutenant-General rule - General von Sporcken was the Allied C-in C and I made Lt Gen Count von Kielmansegg his 2-i-c Lt Gen. I was able to put in von Langenheim as a Lt Gen in charge of the Hanoverian and Hessian Cavalry. With General von Syburg as the Prussian commander (played by Martin Gane) the Allies thus had 4 staff groups who could upgrade brigade commanders and could help recover a unit's Hit Points if within 5 cm.

As with the Saxons I had to work out a sensible distribution of my chosen wargame units to make a brigade structure and deployment zones which would help the Allies to make the most of their cavalry and the two river crossing points. You can see Areas F to N in the map below and all the Allies were off the table at the very start

Allies - allowed deployment areas

Paul lined up his cavalry to cross first at Thamsbruck and Merxleben then followed by infantry brigades, led by the most elite units to get them into action as quickly as possible. Von Luckner's Light troops were set to tackle the marsh from Area H. There were a few points of misunderstanding which we cleared up by Move Two:
  1.  I had allowed Von Reden's cavalry brigade to march up the flank off the table and arrive at Schonstedt, but it still needed to start off in Area G at 0700. Given that news Paul opted to bring them on in Square A1 and advance up to Schonstedt frontally from Move One. I think he hoped to put the wind up the small Royal Nassau Hussars.
  2. Any troops except artillery could cross the marshes and river at half speed but Paul assumed they all had to queue up for the road bridges. So I realigned his troops in Areas F and N to make better use of the available baseline entry places directly to their fronts, with the artillery to catch up later via bridges. (I sometimes stretch HoW's "out of command" rule when I think it obvious a follow up order has been left with brigaded artillery.)
  3.  I forgot to remind all the players to do a double move when in march column and more than 60cm from the enemy. That was very relevant in the first few moves and we made up for lost time, so don't be too fooled by the opening photos!

Allied deployment (but see Point 1 above about von Reden)

The Opening Moves

To kick us off to a good start Paul and Guy came the evening before the main game to sort out the figures, most of which they contributed, set up those on the table and do the opening manoeuvring on the magnetic wall map.  The following sequence is a tour round showing the opening move, give or take a bit more for some due to my initially forgetting the 60cm distance rule.

A general view from the western end above Schonstedt village. The Royal-Nassau Hussars in the foreground are well placed to spot any Hanoverian movement off that part of the table so no need to conceal the map from Guy.

Von Hodenberg's cavalry make a fast move from Thamsbruck bridge to the ridge top  and so Guy had to put on the table the formerly concealed infantry of the Comte de Solms. Paul's cavalry now knew they faced Saxon converged Grenadiers and Foot Guards

Guy had sent the other Saxon regiment to occupy part of Langensalza


At Merxleben bridge the Zieten Hussars and Leib Carabiniers did not make such quick progress

A nice view of some of Guy's new Saxons. De Borck's Brigade march towards Schonstedt hoping to create a broader front to thwart the likely Hanoverian outflanking move reported by the Hussar outpost

Comte de Stainville's Division made an appearance.
Baron de Klingenberg's Saxon infantry
(assisted in the representation by some of my Imagi-nations and French troops)
 march on South of the Judenberg hill

The cavalry of Baron La Bruggen hold the extreme right flank of the French line opposite the Merxleben Heights

In the opposite corner to them. Luckner's light troops can be seen crossing the marsh and the Suthbach while in the foreground the front of Reden's Hanoverian cavalry has just made it into "Square A1"

The photos don't help me much to be exact but by 1000 the next day we were fully up to complement of expected players with Martin Gane having come from London and Richard Newcombe from Aylesbury (via a Cheltenham stay) and more troops began to arrive on table and progressing as shown below.

Martin receives his top-up briefing on arrival while the glasses raised on head shows Richard is taking it all in......

A nice view of a good deal of their respective commands. Little did I know that we would be in for a master class from Martin of how to set up and sustain a Wing of a Prussian army, and that Richard would acquit himself admirably in only his second game using HoW (the first was my Lobositz refight in 2019)

Martin's first line of von Syburg's Prussian force. Freikorps infantry,
Carabiniers and Cuirassiers, and a small contingent of the Zieten Hussars
(visually Paul B's heavy cavalry 5-wide don't cross bridges easily! )

I love this photo, I feel as if I'm going through the marsh with them. Beautiful Paul B Minden Prussians act as line Freikorps and my tried and trusted (!) Foundry Freikorps make yet another appearance as light troops

And here they are deploying, with Grenadier battalions following on

On the other side of Langensalza Guy is about to use a double move with de Borck's brigade to extend the Saxon line up towards Schonstedt.......

....while Paul decides charging Grenadier bayonets is not
 advisable and wisely switched the emphasis of
von Hodenberg's cavalry advance towards the right

The cavalry having vacated the crest Guy's Grenadiers evidently think "we'll go up there then, 
but cautiously"

This view of the Hanoverian right wing indicates a big flanking sweep is in the offing around Schonstedt, and Paul will have the historical equivalent of about a dozen regiments of cavalry to try it. Luckner's and von Reden's troops only made slow progress this turn across the marshes.

The players were getting into their stride and we were now around 0740 - 0800 game time, so I think as this post is pretty late already I will publish it now and get to work on Part Three.  As always , your comments and questions welcome.





Tuesday, 21 February 2017

28th Foot for Quatre Bras

Not many blog posts lately but I haven't been idle!
Kevin, James and I have been working on test games and rebasing and repainting the 2015 Waterloo armies so we can refight Quatre Bras later this year at 1:20 scale. I'm way behind blogging on that activity but this one is just a quickie.  Today I finished the 28th Foot - the North Gloucestershire Regiment, which I bagged on the orbat as they are the local regiment.  But of course being the cheapskate wargamer that I am they were not bought new, instead I have been reviewing the figures in my big (180 strong) Luneburg Battalion from La Haye Sainte at 1:3 scale and finding new uses for them. For the original painting effort please see 188-in-one-go.

Nearly 100 of them are being smartened up for use as the Luneburg and Grubenhagen Light Field battalions, including a batch of optional skirmisher bases. However I realised that the 28th were one of the few regiments still wearing the old stovepipe shako and most of my Luneburg originals are British Light infantry or Peninsular figures so the headgear is right even if other details are not quite.

So on to the pics, with a little more explanation along the way.

Due to the eclectic mix of figures in my Luneburg 188 it proved difficult to find
24 line figures all the same, so I've gone for those which look similar from wargame distance


Rank and File rules use attrition with base removal.  In order to leave
some semblance of carnage on the tabletop we are all trying to make enough
casualty figures to replace each lost base with a figure or other debris. Most of my casualties are converted Victrix plastic.


Each "wing" of the battalion uses figures from a different manufacturer,
 one at least I think is Foundry. Some have correct British line battalion black
leather backpacks and the other a kind of leather roll worn vertically.
Haythornthwaite's "Uniforms at Waterloo" says some companies in the 28th
still used French hide knapsacks captured at Alexandria, so I reckon I can get away with it!

The superb flags are GMB but given special treatment and flagstaff
tops and cords by Kevin East; given to me as a birthday present.
Many thanks Kevin, just the job to raise morale 


The only new figures are the command company, all from my spares box. 
The "colour guards" are Perry Hanoverian light infantry and the officers 
British Light Infantry, again Perry I think. The drummer is converted from
 a Perry Hanoverian bugler whose right arm I had to completely remodel and add 
musicians lace. A plastic Victrix drum is suspended by paper straps with staples cut 
down for drumsticks.


Problem with Blog Alerts
Over the years I have relied a lot on traffic linking from other wargaming blogs, where readers see that I have updated my blog while they are visiting another. Thank you to all those bloggers who have included "Not Just Old School Wargaming" in your favourites list. However, that alert system - where it shows a photo and timing, seems to have stuck on a posting I made about 4 or 5 months ago. I've looked at all the settings which seem to be right, and I tried deleting the offending post but it still shows! If you click on the Blog title you go to my current posting, but if you click on the thumbnail pic or the post title you go to the one I have deleted and then need to click on Home to get the latest.

What is worse is that I suspect a lot of people are totally ignorant that I have posted anything since September 2016 so may not visit me at all now!

So, unless anyone knows a magic cure they can tell me, the only thing I can think of is if those of you bloggers who display a photo and timing of my blog can delete me and then reload me it might kickstart again and show the latest. Those who just show the Blog title in their list there is no problem.

Thank you for your understanding
Chris G





Sunday, 29 January 2017

Hussarette: More trouble at the border?

The Chevalier de Neuvalee breathed the fresh morning air of his homeland in the Province of Savoy. He had put on one of his best blue uniform coats and riding boots as befitted a general who was the trusted military adviser of the Duc de Deuxchevaux. He walked his steed across the meadow where he could see his niece, Monique, waiting for him eagerly; he needed to save his stamina for the energetic ride he knew he was in for!

He could not help but admire his 20 year old ward with her slim physique and long flowing blonde hair tied up with a ribbon for her ride. She was wearing a new outfit, state of the fashionable art -bright red tight fitting breeches and a matching very snug waistcoat over a tiny white blouse that barely covered her midriff.  Both breeches and waistcoat were embroidered with white lace in an intricate pattern reminiscent of a climbing plant. "That's a neat touch of a blossoming flower on her buttock" he thought to himself..... The front was of hussar style white lace and she nonchalantly wore the top half unbuttoned with the button loops hanging freely....well it was a hot, early Summer day. Delicate, pendulous earings and white gloves completed the pleasing appearance.

Her grey pony fidgeted as it caught the smell of another horse and very soon the the noise of hoof beats brought a rider, breathless, into their presence. He dismounted and bowed deferentially, handing a large sealed document to Neuvalee. It took the experienced general but a few moments to digest the contents, rolled up the scroll and handed it back to the Aide-de-Camp.

"I'm afraid, my dear, our ride is cancelled! More trouble at the border and the Duke orders me to lead another expedition to teach those Reiklanders a lesson!".........

"The Cancelled Ride". Hussarette Nr 13, Monique
Well this little episode was the precursor to our series of "Honours of War" Seven Years War era Imagi-Nations wargames and you can read how Neuvalee fared in the first two here St-Ulrich and kutzdorf

We have just played the third one - Surprise at Spittelwitz and I intend to write that up very soon.

Meanwhile, for those interested in the process of creating this addition to my Hussarette oeuvre, some more information follows.

After a few years into this project I thought it high time that I painted one of the young ladies on a horse, since Hussars are horsemen and I had collected a lot of source material back in 2012 on my photoshoot with Emily and Bob.  Emily was game to extend the historical role play with some creative Hussarette poses and one was suitable for the eager young Monique above, but out of respect I have used another face adapted from the lovely Ukrainian student Ella.
This is the initial pencil outlining on the gessoed board once I had decided on the composition in Photoshop. 
Final painting is enlarged from the A4 print by traditional squaring up technique
How did you pose the General you may ask? Good question as I'm currently lacking in a gold lace trimmed 18th century general's coat, white wig and 16 hands of horseflesh. So I fell back on the great American painter James Gurney's technique of using miniature models to "paint what doesn't exist". I posed one of my 28mm miniatures, which I use as the Chevalier on the tabletop, and Photoshopped him gazing at Monique; a bit of juggling got the ADC into a suitable position too.

The pencil outline was then fixed by using a fairly fine brush and very dilute Payne's Grey acrylic paint. That was extended to render basic light and shade freely blocked in to produce a grisaille effect.


After that it's just a standard process of building up the acrylic in steady layers of colour. I use it straight from the tube or bottle onto a "stay-wet" palette, and only mixed with water, not any medium. The lighter colours and highlights do need quite a few coats to get them glowing - such as the horse's flanks, white shirt and the gold lace on the saddle cloth.

The work area with stay-wet palette
Here are some details:

Chevalier de Neuvalee's coat, boots and saddle cloth
The original model used for the ADC was a dismounted cuirassier "character"
by Foundry Miniatures, but I've given him a fictitious uniform here
Monique's very small waistcoat gives the illusion that her head is a fraction too big.
I suppose I should have tried to compensate but those of you who collect
 military miniatures will understand "scale creep" to get in the detail!
I hope you have found this interesting, please feel free to comment below.
The original of "The cancelled ride for Monique, May 1760" is 16 inches x 12 inches on 9mm MDF board and is for sale at just £75, unframed,  plus postage. Please email me if you are interested, or wish to discuss any specially commissioned work.





Tuesday, 26 January 2016

West Country Waterloo Project: La Haye Sainte Refight at 1:3 - Part Five


Summarising the three-day game
This is the final part of my account of our attempt in the West Country to refight the action round La Haye Sainte at 1:3 scale which took place last July. Here is a link to  Part Four 
This one will summarise how we thought it went and call on some personal views.  It also gives me an opportunity to use some of Kevin's superb close up photos of small parts of the action. (Too many of the latter to include all, so keep watching for more).

First some photos of the battlefield at the end of our playing time
I appear to be pontificating about the end result and Richard and Mike politely listening impassively, presumably exhausted by 3 days wargaming :-).  The blue dotted line indicates the extent of the French advance by 5pm historic time.
 Photo - Dillon Browne
Above and below: two photos necessary to show the full width as I can't get the camera up sufficiently high for a wide enough angle! Between them they show that the Allies still have four solid squares of redcoats and a shaky one of green jackets, backed up by three squadrons of KGL Hussars.  The French have a Cuirassier regiment closely engaged on the right with another approaching at the baseline; Horse Artillery are two moves away from a prime central firing position; a practically untouched Dragoon regiment is on the left, backed up by the mass of three battalions of the fresh 13th Legere infantry regiment. La Haye Sainte farm is surrounded. 

How to decide who had won the refight?
Instead of the 14 Moves we managed I had hoped to get at least one more move done each day to reach 17 or 18 moves - 6pm Waterloo time, roughly when LHS finally fell historically. I think the initiative token system conspired against us on that one. But in the event I had little choice but to see who had fulfilled the objective best as written in the briefs. 

Bearing in mind Napoleon's historic orders Ney's job was not just to take LHS but to take the "elm tree crossroads" and the Mont St Jean crest and then forge ahead to Mont St Jean Farm and village (off the North edge of our table). So to win the French had to be dominating the ridge crest along the line of the sunken road and have seen off most opposition by close of play (about 6pm real time) on our third day's play. Bringing up artillery would have been a conclusive bonus. There were 4-5 Allied battalions still intact and 3-4 more squadrons of KGL Hussars just arrived, in addition the Allies still had a British Light Dragoon squadron and a small Rocket Troop section to come later. So the French were not in that position and it was with some regret that despite their hard efforts I declared it was an Allied victory.
View looking over LHS from near the Elm tree crossroads - position of part of Ross' battery
Even so Richard's French were well on the way to a victory eventually with large parts of the strong cavalry force well placed on each wing and three fresh high quality battalions just arriving. The HA battery too was within two moves of setting up near Wellington's elm to dominate the crossroads. More infantry and cavalry reserves were in the order-of-battle had there been time. Also in the French favour James declared to them that the LHS "Out of ammo " rule had been invoked due to being surrounded and there were only about two moves left before rifle ammunition ran out. This would have resulted in minuses to rifle-armed fire, melee and morale. By that time all other riflemen were either destroyed or fleeing.
The main gate of LHS farm - site of the barricade across the chausee; now a very busy road. The Grand Battery ridge is in the distance.
View from the Hanoverian monument, built on what was the sand pit. The sides of the road were much steeper in 1815
So if we had managed those 3 or 4 more moves the fatal combination in close proximity of cavalry, infantry and guns would have made life on MSJ very unpleasant for the Allied squares. 
Voltigeurs of 13th Legere advance up MSJ
Why did it happen that way?
I think the key elements to the way it went were:
  • Allies throwing forward, often to "Very Close range" - 6 inches, the whole Rifle battalion and whole 1st Bn KGL light (about 300 elite figures) which slowed up and killed a lot of French. This proved rather suicidal in the game and was not "historically" how the rifle-armed troops should have been used; but James declared this to the umpires as his plan from the outset and Mike "played a blinder" putting it into effect over the 3 day's play. 
  • French insisting on committing a lot of force into subduing LHS not just masking it and passing on to get up MSJ faster and surround the farm. 
  • Failure, for whatever good reasons, to commit the 1st Cuirassiers earlier to the full blooded charge they deserved, given that all their casualties were recyclable into a new regiment!
  • Some failures on my part with game design and movement distances as discussed below.
What may not be apparent from all the info provided in Part One, and the narrative of Parts Two to Four, was that to recreate the iconic atmosphere of the La Haye Sainte I had to set orders of battle that included as many as possible of the units that operated in those few hundred square metres from 1.30 - 6pm. In reality both sides committed more units in response to success or failure over the hours, but I deemed it too difficult to make reinforcements conditional on failure. Also to keep the game going I had to anticipate reinforcements ahead of time or they would have been too late to have any impact. As Dillon says below, this had a disproportionate advantage for the Allies in defence.  So I might have been too hard on the French but to have called it a draw felt like those unsatisfying cricket test matches deemed a draw because "rain stopped play"!

What worked well and what didn't?
Strangely I think the bit that worked best was the peripheral action of the Scots Greys and lancers. The former managed eventually to recover on the reverse slope sufficiently to counter attack down to the Elm tree crossroads and at the end were holding off a Cuirassier squadron.
The Scots Greys clash with the Cuirassiers
 My rules for the Greys' retreat and recovery of morale took what felt like a realistic amount of time (about 2 hours) and in Mike there was a resolute and experienced commander who wasn't going to let an opportunity slip to use even their small numbers to crucial advantage at the end.

I was very pleased with the concept of the the Command/Events chart (see Part One) and the way the advantages worked out over the 14 moves to give highs and lows of excitement, a few potentially game changing activities, but mostly well balance distribution of Initiative tokens. There was a maximum of 12 tokens for each side and this posed the kind of command decisions I wanted; even the Allies didn't find it sufficient to make their defence as flexible as they would have liked. The French never had enough and more would probably have made a  more satisfying game for the French players.

Artillery fire was fun to play. The very long ranges and "off field" guns gave a dimension to fire support not usually experienced in horse and musket period games. I gave an individual figure-based casualty infliction that felt quite personal when several model guns picked on a particular unit. The attrition rate was sufficiently heavy to feel the pain but not so bad that units crumbled quickly. The feeling of relief among the Allied players was palpable on those moves when the French advance up MSJ masked their own artillery - just like that reported in first hand accounts of the battle.  

Surprisingly we lost very few senior commanders as casualties, despite multiple ways this could have happened. Maybe I didn't make it easy enough given the high density battlefield.

We decided on some improvements immediately after the game:

All movement needed to be increased so 15" close order and 18" skirmish for infantry would give more fluidity. Cavalry needed an extra 3" to walk, trot and canter moves.  Troops fighting in built up areas where they can't retreat due to high walls or no doors/windows (especially when pushed) ought to be destroyed more easily.  This would be a significant factor in the Hougoumont game yet to come.

A Participant's view
 Dillon, who commanded the French Cuirassiers and Horse Artillery on Day 2 and 3, has given me some thoughts on his part in the game:
" ....... I thought I would have another look at the game back in July. I couldn't help but notice your comments on my cautious advance with the cuirassiers. I cannot deny this but thought I would explain how this came about. The first problem I had - and it may be that this is due to something that had been overlooked at the time - was that my commander was quite stretched to control his forces. I had the colonel of the 1st Cuirassiers, but looking at the documentation before me I'm wondering where Baron Dubois (Brigade commander) got to? When the force was handed over to me on the Saturday morning I don't recall being given a leader with two figures and I can't see him in any photos. Should he have been on the table? 
The Elite squadron leads the 1st Cuirassiers advance, followed by 2nd squadron
Anyway, my first move was to start advancing up the hill as required. But then it was pointed out that I still had two more squadrons to bring onto the table ('What? More!'). Due to the command radius and only one 'leader' I had the option of advancing with the first two squadrons and leaving the others behind immobile on the baseline, or wait to gather my forces before a more co-ordinated advance. Assuming that the French were going to capture LHS eventually, for most of the Saturday the right flank always looked like it was going to have a better chance of giving the Allies a hard time (than Dillon' s left ). In front of the Cuirassiers there were two or three quite steady looking regiments. Knowing the likely outcome of cavalry against square I wasn't too eager to destroy my regiment.

2nd and 3rd squadrons on the attack
But the other factors to account for were having to limber the artillery and getting them up the hill - stretching my leader more - and having to advance at such a speed that I could keep the whole force moving together without leaving anybody behind.

In hindsight perhaps if I'd spent more time trying to understand the leadership chain and initiative I might have queried where the Cuirassiers generals were. Also it may have been more interesting, although I don't think it would have succeeded any better, if my one leader attacked with one squadron at a time.
A look inside the Luneburg square assailed by Cuirassiers. Casualty figures were not literal replacements, but one figure roughly represented  the removal of a 6 figure base. Luneburg had suffered badly from long arrange artillery fire before the cavalry blocked line of sight.
In general one of the biggest problems the French have is that the Allies are playing at home. When they receive any reinforcements they are available immediately to throw into the fray. The French forces have to slog up the hill. Even for cavalry I suspect it would take about four moves to get up to the sunken road without any "faffing about". As I was there for about 9 moves I think and the problems associated with waiting two moves for the rest of the regiment to appear on the table, I think I probably was 'slow' by only a couple of moves. The other problem was the time taken up by the fighting in LHS. My advance ran to the clock ticking in the farmhouse and the melee probably lost the French a couple of moves I should think from the whole battle.

Anyway, whatever should or shouldn't have been done on that sunny weekend in July, I really enjoyed the whole affair. You and fellow organisers pulled off what I think is one of the true momentous wargame events. Yes, I've played Borodino over a weekend and just about every major Napoleonic battle, but in 6mm and nothing one tenth as grand as your version of LHS."
The North face of the sunken road on MSJ just West of Ross' position in 2014. Given that the Lion Mound construction reduced  the height of the ridge the sunken road must have been a formidable obstacle in 1815 as this bank is still high now.
The 5th Line KGL fire down on Cuirassiers from the height of the North side of the sunken road
My reply:
"Good question about all that command stuff and Baron Dubois in particular. Hindsight shows that if I hadn't messed up and you both had checked the orbat, numbered generals and your chances of getting them, we may have recovered from it. It was only right that you were trusting me to have it right and not try to "interfere". So my answers:

1. Baron Dubois had a numbered figure on the "Command figures" tray and was in the Orbat scheduled to be with his units so did not need to be in the Command/Events" chart. "Someone unknown" evidently forgot to place him on the table ! doooooooh!  General Piquet for the Dragoons was in the chart as he wasn't listed by me as automatically present, and his number came up.
2nd Dragoons with Lancers behind
2. Watier, your Divisional commander, was in the chart but his dice score never came up.

3. Milhaud your Corps commander was in the chart and did come up at a useful time and was used. He had two Command tokens - did you use them? Maybe Richard didn't allow you 2 as he had a maximum of 12 for the whole force.  

4. But the big issue as far as I was concerned was that I had deliberately allowed the whole 1st Cuirassiers Regt to be expendable. The Orbat shows that 4th Cuirassiers could only arrive (from Move 8) if there were enough casualty figures from 1st to make up the numbers. So in my GM's pre-game mind I had envisaged some ferocious "charges" by 1st Regt Squadrons earylish in the game regardless of loss. (Thus simulating the historical bravery and tenacity of this Cuirassier brigade all the afternoon of 18th June). I'm sure that the outcome would have been a destroyed Cuirassier regiment eventually but some major messing up of the Allies on MSJ, and wargame excitement too.  4th Cuirassiers Regt could have then come on earlier to exploit and threaten.  If you and Richard hadn't thought of this between you I'm not sure why not?

5. I should have made the cavalry move distances longer. This was realised quickly after the game, but see Nr 6.

6. As for waiting, the order system is intended that a senior commander could use his 12" mounted command range to order a charge without accompanying, so giving at least an extra  minimum 24" extra charge distance from him. And if you had been prepared to launch a squadron charge with one order for 3 moves from a walk, by agreement privately with an umpire, you could have had (12"  + 15"[walk] + 18"[trot] + 24"[canter] = 69"" from the initial ordering position.  Sorry if that was not appreciated. In short the "orders" were not meant to be move-by-move but issued in a realistic way to subordinates who would be left to carry them out however long that took while the senior commander went elsewhere if desired"
Colonel of 1st Cuirassiers
Excerpt from Dillon's response:
"The option to throw the 1st Cuirassiers into the fray quickly was recognised, but then as a gamer I fairly quickly realised the logistics problem of getting enough cavalry killed to bring on another squadron or two and then the time taken to get them forward to have any influence on the game. So, despite the intent, I had subconciously figured out the cuirassiers were probably a one-shot weapon. This is the problem of the French having to 'play away' that I've already discussed."

Thanks Dillon for all this entirely logical explanation, and your enjoyment of the game despite the problems.

What did I learn about Waterloo from the whole exercise?

In my time I've organised and played in many skirmish level games, but usually not more than about 100-200 figures in play at once. About 25 years ago I devised a Napoleonic Peninsular system which had battalions of about 100 figures, but that was in 15mm and seemed quite manageable. This attempt to recreate one of the most crowded battlefields of the era at 1:3 figure:man scale was going to combine some elements of skirmish detail with wargame "armies" of as many tactical units as a decent sized conventional scale wargame. Therefore my research required an understanding of:

  •  what was happening right at grass roots level,
  •  how the entirety of units in the chosen area had inter-acted dynamically on the day, 
  • and also what outside influences had made the battle fluctuate how it did. 
All three levels had to be reflected somehow in the rules and the orders-of-battle and the random Command/Events chart.  I quickly found that my copy of Adkin's "Waterloo Companion" had most of the answers. To anyone attempting something like this I would thoroughly recommend this book as it sets out very clearly all the events, with formations, unit sizes, commanders, good maps and some uniform information. Adkin attempts to analyse the hour by hour or even minute by minute sequences of events in a way which can save the amateur historian like me a lot of anguish.  Trouble was, to get everything I wanted needed a simulated 6 hours of play (24 Moves), quite a tall order as our game had shown and real time had to be telescoped somewhat.
Some of the King's German Legion Hussars
Colonel of the KGL Hussars, painted by CG
Obviously I read many other general histories of Waterloo too but I thought I had the "script" of characters (units) entering stage left or right sorted until I got a copy of "The Longest Afternoon" by Brendan Simms. This small volume concentrates, in even greater detail than Adkin,  on 2nd Light Battalion KGL and how their defence of LHS developed over the afternoon of 18th June. The biggest lesson in this was that many of the timings were vague, even by eyewitnesses. Some major events, such as the riding down of the 5th (or 8th?) KGL Line by Cuirassiers, were placed at completely different times to what I had in mind. That had the effect of freeing up my "simulation" to become much more of a balanced wargame, but still trying to effect timings that created dramatic tension. To me it seemed to work OK, but the comments of more of the 6 participants, please, will be the test of that.
Men of the 5th Line KGL by Kevin
The main advantage of this scale (while trying to ensure the size of units, weapon ranges, and terrain features were in roughly the proper relationship) was the easier realisation than one gets in a conventional wargame scale of why some things happened as they did . Readers will, no doubt, have many questions of their own not addressed here.

Why did Wellington have so many expert skirmishers in this area but use most of them in close order?
Open order troops take up more space than we usually allow in conventional wargames and there just wasn't room on this frontage. Initially 1 LB KGL had a company of skirmishers out on the right of LHS and 1/95th had companies forward in the sandpit and its supporting hedge/treeline, but half the battalion followed doctrine by providing a solid line further back.  Historically the bulk of 1 LB KGL stayed back on MSJ and they spent most of the day in square. The difference in our game was that our Wellington chose a forward strategy of close range delaying tactics with his light troops, firing and retiring, not distant sniping, and that also created the space to deploy about 2 and half battalions of green jackets, about 400 figures, as skirmishers. They lost terrible casualties through a combination of Paul's close range volleys and Richard's long range artillery but it paid off tactically in the end result.
Part of the 1/95th main body in the sunken road on Mont St Jean
In general these units were mostly elite and it was understandable that Wellington wanted dependable troops holding his vital centre, whether in close or open order. Reflecting that status enabled most of them to hold out for 2 to 3 hours in our game against about twice their numbers of enemy infantry.

Could the Luneburg battalion have been destroyed in our game as in the real battle?
I set the deployment up to ensure Luneburg was near enough to LHS at the start to reinforce it but had sufficient open ground to cover to given the hidden French cavalry a chance. The scenario built in that any units beyond the table were hidden by a combination of smoke/mist from the excess moisture that day, and dead ground. Richard had a fairly free hand to deploy the Cuirassiers near the table edge, and given more determination, different use of Initiative tokens, and preparedness to gamble one squadron, Luneburg could have been reached and pinned early on. Subsequent squadrons would have surrounded it and led to destruction. If I'd made the cavalry move distances a bit longer that would have helped. Even if they had formed square down by LHS they would have been very distant from the supports available at that time.  Discussion in the narrative and in Dillon's account above explains why it didn't happen.
A company of the Luneburg Battalion main body climbs out of the sunken road
Why did Wellington pull out Ross' Royal Horse Artillery battery?
By early afternoon on 18th June Wellington deemed his right centre was more vulnerable than his centre round the chausee. So he shifted some troops and artillery out of the area we were representing, Ross' battery being one of them. Visiting the actual battlefield and then building MSJ and the Elm tree crossroads position in scale you can understand that, while Ross was well placed to fire on any approach to LHS farm and orchard, once the French were fighting round the buildings and creating smoke most targets were in dead ground or hardly visible.
Overview of Ross' position near the crossroads and above LHS
The view from behind the battery gives some idea of the amount of dead ground - add your own ideas of poor visibility and battle smoke
When Wellington made that decision one can imagine that Ross' position was failing to have its earlier appeal and he was moved.   I gave this a random chance on the Command/Events chart and to my delight it came up just about the right time to make things more interesting for the French.
Roos' reassignment in progress

Historically even Rogers' Royal Foot Artillery battery was redeployed during the afternoon
Why did the Allies form 4-ranks deep instead of the two ranks we always associate with British infantry?
I believe this had a lot to do with how to fit the whole army into the narrow but strong frontage Wellington wanted to present to Napoleon matched to the width of Mont St Jean ridge. Our section of the frontage was sufficient to give an insight into the logic.  We tried hard to get the areas covered by the units to match their historic counterparts, and although I used a bit of licence (one could argue that the 79th Highlanders and the 28th North Glos regiments should have been included) the whole thing felt right and there just was not enough room to deploy a whole battalion in two ranks. The Allied professional officers calling on their Peninsular experiences must have been well aware of this constraint -  and at 1:3 scale so were we!
8th Line KGL look appropropriate 4 ranks deep
How did our game in LHS farm itself differ from history and why?
As GM I chose to use the historical deployment  of three companies of 2 LB KGL in the orchard, two in the farm and one in the garden, but the difference was in our game James chose to defend the orchard until wiped out and driven out.
First fight in the orchard
Historically it was a fighting retreat to the safety of the buildings. The consequence in the game was that half the battalion was broken fairly early on and so fewer remained to garrison the rest.
A section of 2LB KGL mans the barricade outside the LHS main gate
This was compounded because the random availability of French pioneers and engineers occurred due to Event dice about 3 pm, an hour or more earlier than reality. Even though 2 LB got reinforced the French breakthrough brought the inevitable conclusion about an hour or so earlier than in 1815.
French view through the stable archway: KGL Riflemen about to be pressured from two sides
Surprisingly to me LHS farm sucked in three French battalions simultaneously just as in history, so bogging down the advance up MSJ. That contributed to less success overall (that's not to demean Pat's determination as well as good humour as the wargamer responsible for taking the farm!)
The axe-armed sappers turned up early for our game
Any more questions you think the 1:3 scale game could have answered? Please feel free to ask.

Final words on LHS go to Kevin 
"I have to say, as an umpire and assistant, over the three days I thoroughly enjoyed my time even though, after all this effort, I was not playing. ( I had sneaked a few games in during the testing!) The actual outcome to me was not of importance strangely enough – surely an umpire’s imperative. It was the gaming and comradeship that I was there for as well as the sheer spectacle and to pay homage to the brave combatants of those 200 years ago.  After all the contributors hard collecting and painting labours - “Let everyone enjoy” was the message..........but naturally  everyone wants to win (don’t they?!) Wargaming at this scale brought a different perspective on troop formations, movements and activities. 
A few of the hundreds of French infantry in Kevin's collection (Photo and digital effects KE)
I remember having a particular discussion about how the French horse artillery guns should be picked up by their respective limbers. One wargamer asked me why I had moved the limbers in front of the guns facing the enemy. It was Richard who had seen the RHA at a show who discussed the method he saw whereby in real life they ride past the guns and the guns are then turned 180 degrees and attached to the limber and then the gun goes haring off towards the enemy.  (In this case the limbers could only get to the guns location in this movement).  Detailed  military drill practice knowledge came in useful in a number of cases. 
French Infantry battalion commander outside LHS farm
The three days did not pass without difficulty particularly concerning the above mentioned issues, and also figures getting mixed into other units. I am sure the latter happened in real life though. :-) 
I felt it all brought us a lot closer to the real action of the day. For the first time we saw the real scale of the activities (albeit with 1:3 rose tinted spectacles!) None of the wargamers were wounded – except their pride in the result! All in all it was a great long weekend that would have benefitted from one more day wargaming activity. But, alas, people have homes to go to and we were to leave the hospitality at Chris’s house, which was exceptional, and as gamers we actually got to know each other a bit during the “downtime” at the pub and when having breakfasts.  
Beautiful animation in the French artillery train, by Kevin
A truly enjoyable time.  A truly memorable occasion. But it was not over............Next to come was the battle for Hougoumont. (Yes at 1:3!)"
Kevin's Hovels Hougoumont model painted and ready to be put in a landscape
 Here it is modelled by CG, and the game in full flow (in September 2015)
Here are links to the earlier parts of the LHS wargame refight so that you may access the full story easily;
Background, Rules, maps and initial positions - Part One
Wargame Day 1 -  Part Two
Wargame Day 2 -  Part Three
Wargame Day 3 -  Part Four

CREDITS
Original crazy concept, game design and rules, umpiring, note and photo taking, tea making - 
Chris Gregg (CG), aided and abetted by Kevin East (KE).
LHS Farm model - Hovels 25mm resin building (painter unknown), adaptions such as cut-out doorways and opening gates by KE
Trees, hedges, fields and all landscaping - CG scratch built
28mm figures mostly Perry metal and plastic, but also Warlord and Victrix plastic, and more metal from (at least) Foundry, Essex, Trent, Front Rank; from the collections of Kevin East, Paul D, Paul H, Chris Gregg, James Fergusson, Richard Newcombe, and with subsidies or donations from Mike Tovey and Ian Allen
Casualty marker bases in MDF - hand crafted by Kevin and from Warbases.

Artillery, wagons etc
Learning about our project on the A Military Gentleman Forum, Niels of Westfalia Miniatures had donated some British artillery equipment for Kevin to paint and use. A couple of Westfalia pieces are in this scenario but we do have more that couldn't easily be used in the front line - I will feature them on another blog posting. Thanks Niels. Well worth looking at the company website for a lot more than Napoleonics.
Status Bases and Markers
If you want to get yourselves, at a special price, some Wargamer ADC plastic status bases and markers like Martin had provided to us for these games, please visit this blog post first waterloo-project-record-keeping for the link.